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Poll: New Covenant Weapon Stats [closed]
| They Seem Good :
20%
|
|
(2 Votes)
|
| They Need Improvement:
80%
|
|
(8 Votes)
|
Total Votes: 10
Players' Health is 50+50 points shield health. When dual wielding any weapon recoil and reload time is increased. Any shield damage not aborbed by the shields will go to direct body damage. So if a weapon does say 100 points shield damage then by default the shields will absorb 50 points because that's their max health. The other 50 points then go to body damage. Max spread is by how much each goes off course at max effective range. Max effective range is the range at which weapons can still actualy do some kind of damage. Most covenant weapons have less recoil than UNSC weapons, and most don't have to be reloaded. Im also going to redo my UNSC weapon stats and equipment, and vehicles. Share your covenant weapon ideas too.
Plasma Pistol
Special Properties: charge
Fire Type: semi-automatic
Fire Rate: 5 rounds per second
Recoil: low
Shield Damage: headshots=5points 2.5points
Body Damage: headshots=2points 1points
Lethality: 35headshots 70bodyshots
Clip Size: none
Ammo Capcity: battery 490 charge
Reload Time: none
Max Effective Range: 40 yards
Max Range: 40 yards
Max Spread: none
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: yes
More Details: Holding the right trigger for 3 seconds will fully charge the PP and releasing it will fire a powerful one hit kill shot using 70 charge. A charged shot will also disable vehicles for 5 seconds. Charged shots deal 50 points shield damage+another 50 excess points of shield damage. So the excess points go to body damage meaning it deals 50 points body damage. The plasma pistol will only overheat after a charged shot and takes 5 seconds to cool down.
Type 1 Carbine
Special Properties: none
Fire Type: automatic
Fire Rate: 10rps
Recoil: low
Shield Damage: headshots=2points bodyshots=1point
Body Damage: headshots=1point bodyshots=0.5point
Lethality: 75headshots 150bodyshots
Clip Size: overheats after 15 seconds and has a 7 second cool down time
Ammo Capacity: battery 1050 charge
Reload Time: none
Max Range Effective Range: 50 yards
Max Range: 50 yards
Max Spread: 1 cm
Zoom: 5-10xs scope
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: no
More Details:
Plasma Rifle
Special Properties: none
Fire Type: automatic
Fire Rate: 5rps
Recoil: low medium
Shield Damage: headshots=5points bodyshots=2.5points
Body Damage: headshots=2.5points bodyshots=2points
Lethality: 30headshots 45bodyshots
Clip Size: overheats after 10 seconds and has a 5 second cool down time
Ammo Capacity: battery 315 charge
Reload Time: none
Max Effective Range: 30 yards
Max Range: 30 yards
Max Spread: 1 inch
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: yes
More Details:
Needler
Special Properties: explode on 15 needles embeded in enemy
Fire Type: automatic
Fire Rate: 5rps
Recoil: low medium
Shield Point Damage: headshots=2points bodyshots=1point
Body Damage: headshots=1point bodyshots=0.5
Lethality: 75headshots 150bodyshots
Clip Size: 75
Ammo Capacity: 525
Reload Time: 1 second
Max Effective Range: 30 yards
Max Range: 30 yards
Max Spread: 2 inches
Zoom: none
Blast Radius: 2 yards
Shield Blast Damage: 1 yard=25points 2 yards=15points
Blast Damage: 1 yard=35points 2 yards=25points
Dual Wieldable: no
More Details: It takes 15 rounds imbeded in a enemy before they explode with 50points of shield damage+150 excess points which will go to body damage making it an instant kill. Rounds move I think 2 times faster than Halo 3's needler sounds good so tracking is taken away. The rounds are darker making them more noticible and they can bounce off hard objects still exploding if 15 rounds impale a enemy.
Type 2 Carbine
Special Properties: none
Fire Type: semi-automatic
Fire Rate: 1round every 0.90 seconds
Recoil: low medium
Shield Damage: headshots=16.670points bodyshots=12.5points
Body Damage: headshots=25points bodyshots=10points
Lethality: 5headshots 9bodyshots
Clip Size: 18
Ammo Capacity: 126
Reload Time: 1 second
Max Effective Range: 50 yards
Max Range: 70 yards
Max Spread: none
Zoom: 5-10xs scope
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: no
More Details:
Fuel Rod Gun
Special Properties: none
Fire Type: semi-automatic launch
Fire Rate: 2rps
Recoil: medium
Shield Damage: 50points
Body Damage: 25points
Lethality: 3direct hits
Clip Size: 9
Ammo Capacity: 27
Reload Time: 1.75 seconds
Max Effective Range: infinate
Max Range: infinate
Max Spread: 1 inch
Zoom: 5xs scope
Blast Radius: 3 yards
Shield Blast Damage: 1 yard=50points 2 yards=40points 3 yards=30points
Blast Damage: 1yard=100points 2yards=50points 3 yards=25points
Dual Wieldable: no
More Details:
Plasma Grenade
Special Properties: sticks to players
Fire Type: thrown
Fire Rate: 1 throw every 1.50 seconds
Recoil: none
Shield Damage: 50+150excess points
Body Damage: 150points
Lethality: 1 stick
Clip Size: none
Ammo Capacity: 2
Reload Time: none
Max Effective Range: infinate
Max Range: 35 yards
Max Spread: none
Zoom: none
Blast Radius: 2 yards
Shield Blast Damage: 1 yard=50+50excess points 2 yards=50points
Blast Damage: 1 yard=50points 2 yards=25points
Dual Wieldable: ?...idk no / yes?
More Details:
Energy Sward
Special Properties: meele lunge
Fire Type: swing
Fire Rate: 1 swing a second
Recoil: none
Shield Damage: 50+50excess points
Body Damage: 50points
Lethality: 1 contact swing
Clip Size: none
Ammo Capacity: 10 charge
Reload Time: none
Max Effective: range 6 yards
Max Range: 6 yards
Max Spread: none
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: no
More Details:
Gravity Hammer
Special Properties: gravity explosion, meele lunge
Fire Type: swing
Fire Rate: 1 swing every 1.50 seconds
Recoil: none
Shield Damage: 50+100excess points
Body Damage: 100points
Lethality: 1 contact swing
Clip Size: none
Ammo Capacity: 100 charge
Reload Time: none
Max Effective Range: 3 yards
Max Range: 3 yards
Max Spread: none
Zoom: none
Blast Radius: 5 yards
Shield Blast Damage: 3 yards=50points 5 yards=25points
Blast Damage: 3 yards=50points 5 yards=25points
Dual Wieldable: no
More Details:
Spiker
Special Properties: none
Fire Type: semi-automatic
Fire Rate: 2rps
Recoil: medium
Shield Damage: headshots=12.5points bodyshots=10
Body Damage: headshots=25points bodyshots=20
Lethality: 13headshots 15 bodyshots
Clip Size: 30
Ammo Capacity: 210
Reload Time: 1 second
Max Effective Range: 35 yards
Max Range: 50 yards
Max Spread: 1 inch
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: yes
More Details:
Brute Shot
Special Properties: none
Fire Type: semi-automatic launch
Fire Rate: 1 launch a second
Recoil: high
Shield Damage: 25points
Body Damage: 50 points
Lethality: 3 direct hits
Clip Size: 9
Ammo Capacity: 45
Reload Time: 1.50 seconds
Max Effective Range: 60 yards
Max Range: 60 yards
Max Spread: none
Zoom: 5xs scope
Blast Radius: 1 yard
Shield Blast Damage: 1 yard=25points
Blast Damage: 1 yards=40points
Dual Wieldable: no
More Details:
Mauler
Special Properties: none
Fire Type: semi-auotmatic
Fire Rate: 1rps
Recoil: high
Shield Damage: headshots=12.5points bodyshots=10points
Body Damage: headshots=50points bodyshots=25points
Lethality: 5headshots 7bodyshots
Clip Size: 14
Ammo Capacity: 70
Reload Time: 1.25 seconds
Max Effective Range: 35 yards
Max Range: 60 yards
Max Spread: none
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: yes
More Details:
Plasma Cannon
Special Properties: none
Fire Type: automatic
Fire Rate: 10rps
Recoil: low
Shield Damage: headshots=2.5points bodyshots=2points
Body Damage: headshots=2.5points bodyshots=2points
Lethality: 40headshots 50bodyshots
Clip Size: overheats after 8 seconds and has a 4 second cool down time
Ammo Capacity: 500
Reload Time: none
Max Effective Range:30 yards
Max Range: 30 yards
Max Spread: 4 inches
Zoom: none
Blast Radius: none
Shield Blast Damage: none
Blast Damage: none
Dual Wieldable: no
More Details: Turrent is carriable and doesn't need to be detached. Press (B) to pick up the turrent and press (B) again to set it down. Setting it down decreases max spread to 2 inches.
[Edited on 08.01.2009 7:53 PM PDT]